- SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE
SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE is a SIGGRAPH Advances in Real-Time Rendering talk by Jarkko Lempiäinen of HypeHype on mobile-friendly…
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· <optimization><shaders><bandwidth><contrasts><deferred><devices><limits><mobile> - Stochastic tile-based lighting in HypeHype
Stochastic Tile-Based Lighting in HypeHype is the SIGGRAPH 2025 Advances course PDF notes by Jarkko Lempiäinen of HypeHype on a fixed-cost many-light direct lighting path for a…
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· <optimization><shaders><bandwidth><contrasts><deferred><mobile><phones><shadows> - Neural Super Sampling
Neural Super Sampling is an Arm model card on Hugging Face for NSS, a temporal super sampling network aimed at mobile GPUs that reconstructs higher-resolution frames from…
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· <optimization><frames><limits><mobile><paths><resolution><upscaling> - REAC 2025 RE ENGINE Meshlet Rendering Pipeline
A REAC 2025 talk by Hitoshi Mishima of Capcom on the RE ENGINE meshlet rendering pipeline used in Dragon's Dogma 2 and Monster Hunter Wilds.
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· <optimization><deferred><depth><memory><paths><shaders><shadows> - Drawing Thousands of Meshes with DrawMeshInstanced / Indirect (Toqoz)
Toqoz's November 2019 toqoz.fyi post walks through drawing very large mesh counts in Unity with Graphics.DrawMeshInstanced and Graphics.DrawMeshInstancedIndirect, with C# samples,
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· <shaders><blog><bandwidth><depth><devices><shadows><unity> - What to do if you're GPU Bound - Game Optimization - Episode 6
What to do if you're GPU Bound - Game Optimization - Episode 6 is a YouTube video by Ben Cloward on remediation steps when the GPU dominates frame time inside his game…
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· <optimization><intermediate><bound><deferred><frames><resolution><transparency><unity> - Optimizing whole frame - case study
Every pass uses a fixed camera angle, DX12, and Nsight Graphics so frame comparisons stay apples-to-apples.
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· <optimization><intermediate><blog><mroz><nsight><resolution><transparency><upscaling> - ARM Learning Paths - Mobile, Graphics, and Gaming
Structured hands-on learning paths for mobile graphics, gaming, and ML on Arm hardware.
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· <optimization><devices><memory><mobile><paths><upscaling><unity> - Metal Single Pass Downsampler (SPD)
Metal Single Pass Downsampler (SPD) is a February 2026 technical article by Kiriakos Gavras porting AMD FidelityFX SPD to Metal for depth pyramid generation.
It explains…
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· <optimization><shaders><blog><bandwidth><depth><memory><mips> - Optimizing mannequin
Optimizing mannequin is a December 2025 post on the peterstrahle.dev blog about performance work for the Quest VR title Mannequin, with lessons carried from Vampire: The…
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· <optimization><intermediate><blog><bound><limits><memory><mobile><quest> - Spark 1.3 and spark.js
Spark 1.3 and spark.js is a release post by Ignacio Castaño on the Ludicon blog covering Spark 1.3 real-time GPU texture compression and the new spark.js JavaScript package for…
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· <optimization><intermediate><blog><devices><formats><paths><shaders><transparency> - How to profile the rendering - GPU profiling basics
It separates profilers from Frame Debugger and RenderDoc, which debug resources without per-draw durations.
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· <optimization><blog><mroz><frames><nsight><shaders><gpa><unity> - Stateless particles - rendering without a mesh
The GPU supplies only SV_VertexID and SV_InstanceID, and the vertex shader fabricates positions, UVs, and normals for each quad or triangle strip.
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· <optimization><shaders><intermediate><blog><mroz><formats><nsight><transparency> - Learning About GPUs Through Measuring Memory Bandwidth
Learning About GPUs Through Measuring Memory Bandwidth is a Traverse Research / Evolve blog article by Manon Oomen on designing microbenchmarks that isolate GPU load and store…
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· <optimization><blog><bandwidth><memory><quest><shaders><vram> - Texture Baking - Trading VRAM for GPU performance
The case study starts with a procedural rock material built in Shader Graph: bevel edge detection on normal maps, triplanar wood and mud, and many texture samples that leave the GPU texture unit st…
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· <optimization><shaders><blog><mroz><mobile><nsight><vram><unity> - AMD GPUOpen
AMD's open developer portal for graphics and compute - FidelityFX, FSR SDK, samples, performance guides, RDNA tuning articles, and research frameworks like Capsaicin.
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· <optimization><bandwidth><formats><memory><shaders><upscaling> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
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· <shaders><intermediate><blog><depth><integrated><transparency><unity> - Vulkanised 2026: GPU-Driven Rendering in the Quest 2 and 3
[video] Vulkanised 2026: GPU-Driven Rendering in the Quest 2 and 3 is a Vulkanised 2026 talk by Lucas Miguel Antunes da Silva of DevSH Graphics Programming on GPU-driven…
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· <optimization><bandwidth><deferred><mobile><quest><resolution> - GPU Memory Fundamentals
GPU Memory Fundamentals is a markdown tutorial in the cverrier/tinygrad-tutos GitHub repository on how GPU memory movement limits performance, with tinygrad examples pinned to a…
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· <optimization><bandwidth><bound><limits><memory><vram> - Analyze Your Game With PIX - Game Optimization - Episode 7
Analyze Your Game With PIX - Game Optimization - Episode 7 is a YouTube video by Ben Cloward on using Microsoft PIX for GPU frame capture and timeline analysis inside a larger…
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· <optimization><intermediate><bound><frames><resolution><shadows><unity>